more naming convention
now there are spawn objects! now entity spawns are loaded from level! now entity spawns are saved to level!
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@@ -1,10 +1,10 @@
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Arrow = Entity:new()
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Arrow.type = "Arrow"
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function Arrow:new(x,y,rotation,speed)
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local o = Entity:new(x,y)
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o.type = "arrow"
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o.pos = {x = x, y = y}
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o.speed = speed or 10
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o.sprite_rotation = rotation or 0
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@@ -1,9 +1,9 @@
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CursedBook = Entity:new()
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CursedBook.type = "CursedBook"
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function CursedBook:new(x,y)
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local o = Entity:new(x,y)
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o.type = "cursed_book"
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-- behaviour
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o.pos = {x = x, y = y}
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o.speed = 0.01
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@@ -1,10 +1,9 @@
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Decoration = Entity:new()
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Decoration.type = "Decoration"
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function Decoration:new(x,y,animation,light_radius)
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local o = Entity:new(x,y)
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o.type = "decoration"
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o.pos = {x = x, y = y}
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-- animations
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@@ -1,10 +1,9 @@
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Fairy = Entity:new()
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Fairy.type = "Fairy"
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function Fairy:new(x,y)
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local o = Entity:new(x,y)
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o.type = "fairy"
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-- behaviour
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o.pos = {x = x, y = y}
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o.speed = 1.4
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@@ -1,9 +1,9 @@
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HookAnchor = Entity:new()
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HookAnchor.type = "HookAnchor"
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function HookAnchor:new(x,y,hook_distance)
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local o = Entity:new(x,y)
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o.type = "hook_anchor"
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o.pos = {x = x, y = y}
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o.hook_distance = hook_distance or 100
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@@ -1,10 +1,9 @@
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Kupo = Entity:new()
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Kupo.type = "Kupo"
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function Kupo:new(x,y)
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local o = Entity:new(x,y)
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o.type = "kupo"
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o.pos = {x = x, y = y}
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o.speed = 20
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o.range = 200
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@@ -142,7 +141,7 @@ function Kupo:handleAnimation()
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if self.vel.x ~= 0 then self.sprite_flip.x = math.sign(self.vel.x) end
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self.body:animate()
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self:Draw(self.body)
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self:draw(self.body)
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if self.draw_bow == true then
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self.bow:drawFrame(
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@@ -1,6 +1,8 @@
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Particle = Entity:new()
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LoadedObjects.Particles = {}
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Particle = Entity:new()
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Particle.type = "Particle"
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function Particle:new(x,y,particle_data)
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local o = Entity:new(x,y)
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@@ -1,9 +1,9 @@
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Player = Entity:new()
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Player.type = "Player"
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function Player:new(x,y)
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local o = Entity:new(x,y)
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o.type = "player"
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-- physics
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o.zero_speed = 0.01 -- gameworld pixels
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@@ -166,7 +166,7 @@ function Player:doLogic()
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if self.is_hooked then
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self:unhook()
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else
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local anchor = self:checkNearest("hook_anchor",self.hook_distance)
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local anchor = self:checkNearest("HookAnchor",self.hook_distance)
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if anchor then
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self.is_hooked = true
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self.hook_distance = anchor.hook_distance
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